One idea was related to having something that would make the other side lose access to all explosives for a given time, giving the other side a clear temporal advantage from combat vehicles.Ĭurrently secret crates system is kind of dumb. Such a thing could potentially help with resolving stalemates, but it might quickly become a thing you should always look for, rather than spend time and try to find a way through the stalemate by other means. Some ideas we had were related to having a destroy target that would cause a permanent reduction of capacity in that map for the target owner, so I don't know, a barracks structure perhaps. It does seem confined to just a few maps, though. Black Gold Estuary is rather heavy on vehicles so a way to disable enemy vehicles for a given time might fit there for example. Some sort of enemy vehicle disabling feature might come handy in certain maps, sure. why would the shells there on site have any effect on the off-site mortar / artillery assets. With mortar ammo destroy target we initially were going towards that, but the connection felt a bit shoddy as well. The AI doesn't make a heavy use of the calls anyway so such a marginal effect quickly feels forced, to me at least. enemy availability for mortars or artillery for a given time. I'd personally stay away from anything that's too subtle to notice, e.g. Prison break is a nice one that you can stumble on it outside bases, although its usefulness is often debatable. The field effect is an interesting topic and feels full of potential, that's for sure, but most our ideas began to fall flat after we had covered enemy comms availability (capacity nerf + no soldier distribution, radio tower, comms truck), friendly air drop availability (aa emplacement) and cargo truck. Stealth Teams could become even more valuable. But the tactical effect they could have on the field and in gameplay are exciting. They are fun things to go after, and the bonuses are apparent and worth while. Yet I see these added field effect being great fun in PVP.Īs always, just and idea. But then we made need some AI Stealth Teams to make it a challenge in Co-op. Either a noticeable effect for a shorter period of time, or a subtle effect for longer of the whole game. Obviously some balances would need to be set. Water Tower: Maybe slightly weaken the Mini Bosses for a period (due to lack of water/dehydration?) Takes Vehicles longer to get back on field. Much like the Radio and AA, just not quite as substantial or as obvious.įuel Tank: Increases Vehicle Re-Spawn Time against targeted team. But what about a temporary "field effect"? So we all know the value of taking down the Radio Towers and AA.īut what about the other few thing you get the joy of blowing up behind enemy lines:
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